Sadrik
First Post
Here is a class that I use in my game can anybody find any problems with it. Is it balanced? The skills are a little bit off because I changed some of the skills, but imagine them with the exact skills that a arcane trickster PrC gets. I call this a "fix it PrC" that is fully developed.
Edit: I yie yie yie, the spellcasting progression looks awful! It is basically like a bard but gets 7th level spells.
Edit2: spaces for clarity
Edit3: Trapfinding
Edit4: added the "code" thingy on to the chart
Sadrik
ARCANE TRICKSTER (ARCANIST)
Alignment: Any.
Hit Die: d6.
Class Skills
The arcane trickster’s class skills (and the key ability for each skill) are Agility (Dex), Appraise (Int), Athletics (Str), Awareness (Wis), Bluff (Cha), Concentration (Con), Craft Alchemy (Int), Craft Locks & Traps (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Pilot (all skills taken individually) (Dex), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spellcraft (Int), Tumble (Dex), and Use Device (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Arcane Trickster
BAB poor
Fort poor
Ref good
Will good
Class Features
All of the following are class features of the arcane trickster.
Weapon and Armor Proficiency: Arcane tricksters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are not proficient with any type of armor or shield. Armor of any type interferes with an arcane trickster’s gestures, which can cause his spells with somatic components to fail.
Spells: An arcane trickster casts arcane spells which are drawn from the sorcerer/wizard spell list. An arcane trickster must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the arcane trickster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane trickster’s spell is 10 + the spell level + the arcane trickster’s Intelligence modifier.
Like other spellcasters, an arcane trickster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcane Trickster. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, an arcane trickster may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the arcane trickster decides which spells to prepare.
Bonus Languages: An arcane trickster may substitute Draconic for one of the bonus languages available to the character because of her race.
Bonus Feats: At 1st, 6th, 12th and 18th level, an arcane trickster gains a bonus feat. At each such opportunity, she can choose a metamagic feat, Improved Familiar or Spell Mastery. The arcane trickster must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The arcane trickster is not limited to the categories of metamagic feats, Improved Familiar or Spell Mastery when choosing these feats.
An arcane trickster can forgo gaining one of their bonus feats to obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars for details.
Sneak Attack: If an arcane trickster can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The arcane trickster’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three arcane trickster levels thereafter. Should the arcane trickster score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, an arcane trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
An arcane trickster can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The arcane trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An arcane trickster cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trap Sense (Ex): At 3rd level, an arcane trickster gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the arcane trickster reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Evasion (Ex): At 4th level and higher, an arcane trickster can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane trickster is wearing light armor or no armor. A helpless arcane trickster does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 7th level, an arcane trickster can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If an arcane trickster already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): An arcane trickster of 10th level or higher can no longer be flanked.
This defense denies another rogue or other class with the ability to sneak attack the character by flanking her, unless the attacker has at least four more character levels that grant sneak attack than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion (Ex): At 13th level, an arcane trickster’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless arcane trickster does not gain the benefit of improved evasion.
Spellbooks: An arcane trickster must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all arcane tricksters can prepare from memory.
An arcane trickster begins play with a spellbook containing eight 0-level sorcerer/wizard spells plus two 1st-level spells of your choice. For each point of Intelligence bonus the arcane trickster has, the spellbook holds one additional 0-level or 1st-level spell of your choice. At each new arcane trickster level, she gains one new spells of any spell level or levels that she can cast (based on her new arcane trickster level) for her spellbook. At any time, an arcane trickster can also add spells found in other spellbooks to her own.
Edit: I yie yie yie, the spellcasting progression looks awful! It is basically like a bard but gets 7th level spells.
Edit2: spaces for clarity
Edit3: Trapfinding
Edit4: added the "code" thingy on to the chart
Sadrik
ARCANE TRICKSTER (ARCANIST)
Alignment: Any.
Hit Die: d6.
Class Skills
The arcane trickster’s class skills (and the key ability for each skill) are Agility (Dex), Appraise (Int), Athletics (Str), Awareness (Wis), Bluff (Cha), Concentration (Con), Craft Alchemy (Int), Craft Locks & Traps (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Pilot (all skills taken individually) (Dex), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spellcraft (Int), Tumble (Dex), and Use Device (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Arcane Trickster
BAB poor
Fort poor
Ref good
Will good
Code:
Special 0 1st 2nd 3rd 4th 5th 6th 7th
1st Bonus feat, Trapfinding 2 0 — — — — — —
2nd Sneak attack +1d6 3 1 — — — — — —
3rd Trap sense +1 3 2 — — — — — —
4th Evasion 3 2 0 — — — — —
5th Sneak attack +2d6 3 3 1 — — — — —
6th Bonus feat, Trap sense +2 3 3 2 — — — — —
7th Uncanny Dodge 3 3 2 0 — — — —
8th Sneak attack +3d6 3 3 3 1 — — — —
9th Trap sense +3 3 3 3 2 — — — —
10th Improved Uncanny Dodge 3 3 3 2 0 — — —
11th Sneak attack +4d6 3 3 3 3 1 — — —
12th Bonus feat, Trap sense +4 3 3 3 3 2 — — —
13th Improved Evasion 3 3 3 3 2 0 — —
14th Sneak attack +5d6 4 3 3 3 3 1 — —
15th Trap sense +5 4 4 3 3 3 2 — —
16th 4 4 4 3 3 2 0 —
17th Sneak attack +6d6 4 4 4 4 3 3 1 —
18th Bonus feat, Trap sense +6 4 4 4 4 4 3 2 —
19th 4 4 4 4 4 4 2 0
20th Sneak attack +7d6 4 4 4 4 4 4 3 1
All of the following are class features of the arcane trickster.
Weapon and Armor Proficiency: Arcane tricksters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are not proficient with any type of armor or shield. Armor of any type interferes with an arcane trickster’s gestures, which can cause his spells with somatic components to fail.
Spells: An arcane trickster casts arcane spells which are drawn from the sorcerer/wizard spell list. An arcane trickster must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the arcane trickster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane trickster’s spell is 10 + the spell level + the arcane trickster’s Intelligence modifier.
Like other spellcasters, an arcane trickster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcane Trickster. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, an arcane trickster may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the arcane trickster decides which spells to prepare.
Bonus Languages: An arcane trickster may substitute Draconic for one of the bonus languages available to the character because of her race.
Bonus Feats: At 1st, 6th, 12th and 18th level, an arcane trickster gains a bonus feat. At each such opportunity, she can choose a metamagic feat, Improved Familiar or Spell Mastery. The arcane trickster must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The arcane trickster is not limited to the categories of metamagic feats, Improved Familiar or Spell Mastery when choosing these feats.
An arcane trickster can forgo gaining one of their bonus feats to obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars for details.
Sneak Attack: If an arcane trickster can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The arcane trickster’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three arcane trickster levels thereafter. Should the arcane trickster score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, an arcane trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
An arcane trickster can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The arcane trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An arcane trickster cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trap Sense (Ex): At 3rd level, an arcane trickster gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the arcane trickster reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Evasion (Ex): At 4th level and higher, an arcane trickster can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane trickster is wearing light armor or no armor. A helpless arcane trickster does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 7th level, an arcane trickster can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If an arcane trickster already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): An arcane trickster of 10th level or higher can no longer be flanked.
This defense denies another rogue or other class with the ability to sneak attack the character by flanking her, unless the attacker has at least four more character levels that grant sneak attack than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion (Ex): At 13th level, an arcane trickster’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless arcane trickster does not gain the benefit of improved evasion.
Spellbooks: An arcane trickster must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all arcane tricksters can prepare from memory.
An arcane trickster begins play with a spellbook containing eight 0-level sorcerer/wizard spells plus two 1st-level spells of your choice. For each point of Intelligence bonus the arcane trickster has, the spellbook holds one additional 0-level or 1st-level spell of your choice. At each new arcane trickster level, she gains one new spells of any spell level or levels that she can cast (based on her new arcane trickster level) for her spellbook. At any time, an arcane trickster can also add spells found in other spellbooks to her own.
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